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Forums - Nintendo - (Rumor) french site strikes again: New 3DS model in 2012 with dual sticks

Mr Khan said:
kitler53 said:

1. that's a great video of standing still...     so in this control scheme if i wanted to ... let say .. turn around, i'd physically have to turn around alla the "killer freaks" model?  good luck with that, because i promise you ...

2. ...it's not fun.  i played kz2 with this form of camera control added. it's actually the exact opposite of fun ... as in infuriatingly frustrating.

Large turnarounds are the only weakness there, however. I was skeptical of using the tilt controls at all in OoT3DS, but i found for fine-tuned aiming it was almost perfect, and i only switched to analogue aiming if i had to swing all the way around.

What about environmental influences? Like playing in a car and the gyroscope mistaking the car's movement for the player's.



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Rainbird said:
Mr Khan said:
kitler53 said:

1. that's a great video of standing still...     so in this control scheme if i wanted to ... let say .. turn around, i'd physically have to turn around alla the "killer freaks" model?  good luck with that, because i promise you ...

2. ...it's not fun.  i played kz2 with this form of camera control added. it's actually the exact opposite of fun ... as in infuriatingly frustrating.

Large turnarounds are the only weakness there, however. I was skeptical of using the tilt controls at all in OoT3DS, but i found for fine-tuned aiming it was almost perfect, and i only switched to analogue aiming if i had to swing all the way around.

What about environmental influences? Like playing in a car and the gyroscope mistaking the car's movement for the player's.

I wouldn't know, though my guess would be that only sharp, sudden turns would be enough to offset it, like a quick cut through a left turn at a green light or something



Monster Hunter: pissing me off since 2010.

Mr Khan said:
Rainbird said:
Mr Khan said:
kitler53 said:

1. that's a great video of standing still...     so in this control scheme if i wanted to ... let say .. turn around, i'd physically have to turn around alla the "killer freaks" model?  good luck with that, because i promise you ...

2. ...it's not fun.  i played kz2 with this form of camera control added. it's actually the exact opposite of fun ... as in infuriatingly frustrating.

Large turnarounds are the only weakness there, however. I was skeptical of using the tilt controls at all in OoT3DS, but i found for fine-tuned aiming it was almost perfect, and i only switched to analogue aiming if i had to swing all the way around.

What about environmental influences? Like playing in a car and the gyroscope mistaking the car's movement for the player's.

I wouldn't know, though my guess would be that only sharp, sudden turns would be enough to offset it, like a quick cut through a left turn at a green light or something

I wonder if anyone's ever tested this with something like the OoT aiming. Driving uphill would be pretty annoying if the camera thinks you want to look up.



If this is true, fuck. I just bought a 3DS a few days ago.



Mr Khan said:
kitler53 said:
milkyjoe said:
kitler53 said:
milkyjoe said:

Yeah, and then you remember that the 3DS offers gyroscopic control, which for some reason wasn't even mentioned and that whole point of 'relying on the touchscreen' is rendered moot...

Those two added things put it a lot closer to the Wii's perfectly functional single analog control than the PSP's incredibly awkward single analog control.


tilt camera controls?  mind linking me a video that shows this off cause i'm having trouble imagining it as anything but terribly akward.  tilt in a driving game, hell ya but something like zelda or 3D mario ... not seeing it.

Guess what, I'm able to link you to a video of it being used in OoT...

Click


1. that's a great video of standing still...     so in this control scheme if i wanted to ... let say .. turn around, i'd physically have to turn around alla the "killer freaks" model?  good luck with that, because i promise you ...

2. ...it's not fun.  i played kz2 with this form of camera control added. it's actually the exact opposite of fun ... as in infuriatingly frustrating.

Large turnarounds are the only weakness there, however. I was skeptical of using the tilt controls at all in OoT3DS, but i found for fine-tuned aiming it was almost perfect, and i only switched to analogue aiming if i had to swing all the way around.

well, answer me this first as i haven't play the 3DS version of OoT ... is the tilt controls for camera just in aiming/first-person mode as the video milky link showed or is it throughout the whole game?  milky is suggesting it that tilt controls can completely replace the function of an analog camera control and i just don't think so.  the aiming mode that milky linked is (for lack of a better word) a mini-game ... a small portion of gameplay that does not represent the core gameplay mechanics.



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kitler53 said:
Mr Khan said:
kitler53 said:


1. that's a great video of standing still...     so in this control scheme if i wanted to ... let say .. turn around, i'd physically have to turn around alla the "killer freaks" model?  good luck with that, because i promise you ...

2. ...it's not fun.  i played kz2 with this form of camera control added. it's actually the exact opposite of fun ... as in infuriatingly frustrating.

Large turnarounds are the only weakness there, however. I was skeptical of using the tilt controls at all in OoT3DS, but i found for fine-tuned aiming it was almost perfect, and i only switched to analogue aiming if i had to swing all the way around.

well, answer me this first as i haven't play the 3DS version of OoT ... is the tilt controls for camera just in aiming/first-person mode as the video milky link showed or is it throughout the whole game?  milky is suggesting it that tilt controls can completely replace the function of an analog camera control and i just don't think so.  the aiming mode that milky linked is (for lack of a better word) a mini-game ... a small portion of gameplay that does not represent the core gameplay mechanics.

Yes, it only applies to aiming, but in Starfox 64 its one of the two control schemes, so we'll need some firsthand testimony from someone who gets StarFox for the 3DS to see if it really works in a more primary way (i still have Starfox 64 right here in my desk, so i don't see the point in buying it, even though i did buy Zelda...)



Monster Hunter: pissing me off since 2010.

lol

like i said,they will have to rethink their strategy



milkyjoe said:
I want a magic analog stick that I can randomly place on the casing of a device and suddenly have it work.

This is exactly what I thought when I read the rumors. Surprisingly enough it might be doable - at a reasonable price - using today's technology.

I'm thinking a small self contained unit housing a circle pad along with the required circuitry, a short range high bandwidth radio like Bluetooth (the 3DS should already have something like this) and a small power source, preferably one that can be induction charged when the 3DS is being charged. It could attach with a magnet or maybe suction/glue.

If possible, the best course of action would be for the attachment to have no power source at all, instead relaying information via EMF or something like how old pen tablets work. I'm pretty sure that would require an addition to the 3DS main hardware though, so probably out of the question.

My dream scenario is them releasing a new back panel for the device that has touch capability as well as the ability to recognize such powerless attachments. They could offer a better battery while they're at it too



Until you've played it, every game is a system seller!

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mini-games on consoles, cinematic games on handhelds, what's next? GameBoy IMAX?

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If this were true, it would probably be one of the worst decisions ever! Luckily, it's unlikely to be true.



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kitler53 said:
Mr Khan said:
kitler53 said:
milkyjoe said:
kitler53 said:
milkyjoe said:

Yeah, and then you remember that the 3DS offers gyroscopic control, which for some reason wasn't even mentioned and that whole point of 'relying on the touchscreen' is rendered moot...

Those two added things put it a lot closer to the Wii's perfectly functional single analog control than the PSP's incredibly awkward single analog control.


tilt camera controls?  mind linking me a video that shows this off cause i'm having trouble imagining it as anything but terribly akward.  tilt in a driving game, hell ya but something like zelda or 3D mario ... not seeing it.

Guess what, I'm able to link you to a video of it being used in OoT...

Click


1. that's a great video of standing still...     so in this control scheme if i wanted to ... let say .. turn around, i'd physically have to turn around alla the "killer freaks" model?  good luck with that, because i promise you ...

2. ...it's not fun.  i played kz2 with this form of camera control added. it's actually the exact opposite of fun ... as in infuriatingly frustrating.

Large turnarounds are the only weakness there, however. I was skeptical of using the tilt controls at all in OoT3DS, but i found for fine-tuned aiming it was almost perfect, and i only switched to analogue aiming if i had to swing all the way around.

well, answer me this first as i haven't play the 3DS version of OoT ... is the tilt controls for camera just in aiming/first-person mode as the video milky link showed or is it throughout the whole game?  milky is suggesting it that tilt controls can completely replace the function of an analog camera control and i just don't think so.  the aiming mode that milky linked is (for lack of a better word) a mini-game ... a small portion of gameplay that does not represent the core gameplay mechanics.

@the bolded, you'll have to show me where I said that. What I linked you to was a video of OoT using tilt controls for aiming in first person, which is a very similar concept to using the Wii remote for aiming in first person in Twilight Princess, it isn't used throughout the majority of either game as you still use Z-targeting in normal play which of course moves the camera automatically, but you should really know this, as it's one of the most basic elements of 3D Zelda games...

The whole point is that the 3DS isn't similar to single analog devices like the PSP or N64 whereby you had to use buttons or rely on third parties poorly implemented auto cameras, which ultimately led to the need for a second stick. You have the option of using the touchscreen or the gyroscope instead, hell developers could even use the option of the built in camera for face tracking like that 3D thing on the DSi if they so desired. Option is the key word in all of that, meaning a second stick isn't as essential here.



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